//More radial blur?
// ---- Created with 3Dmigoto v0.6.182 on Sun Jun 11 13:49:10 2023
Texture3D<float4> t3 : register(t3);

Texture2D<float4> t2 : register(t2);

Texture2D<float4> t1 : register(t1);

Texture2D<float4> t0 : register(t0);

SamplerState s3_s : register(s3);

SamplerState s2_s : register(s2);

SamplerState s1_s : register(s1);

SamplerState s0_s : register(s0);

cbuffer cb1 : register(b1)
{
  float4 cb1[139];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[68];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  linear noperspective float2 v0 : TEXCOORD0,
  linear noperspective float2 w0 : TEXCOORD3,
  linear noperspective float4 v1 : TEXCOORD1,
  linear noperspective float4 v2 : TEXCOORD2,
  float2 v3 : TEXCOORD4,
  float4 v4 : SV_POSITION0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams12 = IniParams.Load(int2(12,0));
  
  r0.x = v2.w * 543.309998 + v2.z;
  r0.x = sin(r0.x);
  r0.x = 493013 * r0.x;
  r0.x = frac(r0.x);
  r0.yzw = t0.Sample(s0_s, v0.xy).xyz;
  r0.yzw = cb1[138].zzz * r0.yzw;
  
  r1.xy = cb0[58].zw * v0.xy + cb0[59].xy;
  r1.xy = max(cb0[50].zw, r1.xy);
  r1.xy = min(cb0[51].xy, r1.xy);
  r1.xyz = t1.Sample(s1_s, r1.xy).xyz;
  r1.xyz = cb1[138].zzz * r1.xyz;
  r2.xy = w0.xy * cb0[67].zw + cb0[67].xy;
  r2.xy = r2.xy * float2(0.5,-0.5) + float2(0.5,0.5);
  
  //Dirty lens.
  if (iniparams12.y==1) {
    r2.xyz = 0.0;
  } else {
    r2.xyz = t2.Sample(s2_s, r2.xy).xyz;
  }
  
  r2.xyz = r2.xyz * cb0[66].xyz + cb0[61].xyz;
  r1.xyz = r2.xyz * r1.xyz;
  r0.yzw = r0.yzw * cb0[60].xyz + r1.xyz;
  r0.yzw = r0.yzw * v1.xxx + float3(0.00266771927,0.00266771927,0.00266771927);
  r0.yzw = log2(r0.yzw);
  r0.yzw = saturate(r0.yzw * float3(0.0714285746,0.0714285746,0.0714285746) + float3(0.610726953,0.610726953,0.610726953));
  r0.yzw = r0.yzw * float3(0.96875,0.96875,0.96875) + float3(0.015625,0.015625,0.015625);
  r0.yzw = t3.Sample(s3_s, r0.yzw).xyz;
  r1.xyz = float3(1.04999995,1.04999995,1.04999995) * r0.yzw;
  o0.w = saturate(dot(r1.xyz, float3(0.298999995,0.587000012,0.114)));
  r0.x = r0.x * 0.00390625 + -0.001953125;
  r0.xyz = r0.yzw * float3(1.04999995,1.04999995,1.04999995) + r0.xxx;
  if (cb0[65].x != 0) {
    r1.xyz = log2(r0.xyz);
    r1.xyz = float3(0.0126833133,0.0126833133,0.0126833133) * r1.xyz;
    r1.xyz = exp2(r1.xyz);
    r2.xyz = float3(-0.8359375,-0.8359375,-0.8359375) + r1.xyz;
    r2.xyz = max(float3(0,0,0), r2.xyz);
    r1.xyz = -r1.xyz * float3(18.6875,18.6875,18.6875) + float3(18.8515625,18.8515625,18.8515625);
    r1.xyz = r2.xyz / r1.xyz;
    r1.xyz = log2(r1.xyz);
    r1.xyz = float3(6.27739477,6.27739477,6.27739477) * r1.xyz;
    r1.xyz = exp2(r1.xyz);
    r1.xyz = float3(10000,10000,10000) * r1.xyz;
    r1.xyz = r1.xyz / cb0[64].www;
    r1.xyz = max(float3(6.10351999e-05,6.10351999e-05,6.10351999e-05), r1.xyz);
    r2.xyz = float3(12.9200001,12.9200001,12.9200001) * r1.xyz;
    r1.xyz = max(float3(0.00313066994,0.00313066994,0.00313066994), r1.xyz);
    r1.xyz = log2(r1.xyz);
    r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
    r1.xyz = exp2(r1.xyz);
    r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
    o0.xyz = min(r2.xyz, r1.xyz);
  } else {
    o0.xyz = r0.xyz;
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.182 on Sun Jun 11 13:49:10 2023
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 3     zw        0     NONE   float     zw
// TEXCOORD                 1   xyz         1     NONE   float   x
// TEXCOORD                 2   xyzw        2     NONE   float     zw
// TEXCOORD                 4   xy          3     NONE   float
// SV_POSITION              0   xyzw        4      POS   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[68], immediateIndexed
dcl_constantbuffer CB1[139], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture3d (float,float,float,float) t3
dcl_input_ps linear noperspective v0.xy
dcl_input_ps linear noperspective v0.zw
dcl_input_ps linear noperspective v1.x
dcl_input_ps linear noperspective v2.zw
dcl_output o0.xyzw
dcl_temps 3
mad r0.x, v2.w, l(543.309998), v2.z
sincos r0.x, null, r0.x
mul r0.x, r0.x, l(493013.000000)
frc r0.x, r0.x
sample_indexable(texture2d)(float,float,float,float) r0.yzw, v0.xyxx, t0.wxyz, s0
mul r0.yzw, r0.yyzw, cb1[138].zzzz
mad r1.xy, cb0[58].zwzz, v0.xyxx, cb0[59].xyxx
max r1.xy, r1.xyxx, cb0[50].zwzz
min r1.xy, r1.xyxx, cb0[51].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, r1.xyxx, t1.xyzw, s1
mul r1.xyz, r1.xyzx, cb1[138].zzzz
mad r2.xy, v0.zwzz, cb0[67].zwzz, cb0[67].xyxx
mad r2.xy, r2.xyxx, l(0.500000, -0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r2.xyz, r2.xyxx, t2.xyzw, s2
mad r2.xyz, r2.xyzx, cb0[66].xyzx, cb0[61].xyzx
mul r1.xyz, r1.xyzx, r2.xyzx
mad r0.yzw, r0.yyzw, cb0[60].xxyz, r1.xxyz
mad r0.yzw, r0.yyzw, v1.xxxx, l(0.000000, 0.00266771927, 0.00266771927, 0.00266771927)
log r0.yzw, r0.yyzw
mad_sat r0.yzw, r0.yyzw, l(0.000000, 0.0714285746, 0.0714285746, 0.0714285746), l(0.000000, 0.610726953, 0.610726953, 0.610726953)
mad r0.yzw, r0.yyzw, l(0.000000, 0.968750, 0.968750, 0.968750), l(0.000000, 0.015625, 0.015625, 0.015625)
sample_indexable(texture3d)(float,float,float,float) r0.yzw, r0.yzwy, t3.wxyz, s3
mul r1.xyz, r0.yzwy, l(1.050000, 1.050000, 1.050000, 0.000000)
dp3_sat o0.w, r1.xyzx, l(0.299000, 0.587000, 0.114000, 0.000000)
mad r0.x, r0.x, l(0.00390625000), l(-0.00195312500)
mad r0.xyz, r0.yzwy, l(1.050000, 1.050000, 1.050000, 0.000000), r0.xxxx
if_nz cb0[65].x
  log r1.xyz, r0.xyzx
  mul r1.xyz, r1.xyzx, l(0.0126833133, 0.0126833133, 0.0126833133, 0.000000)
  exp r1.xyz, r1.xyzx
  add r2.xyz, r1.xyzx, l(-0.835937500, -0.835937500, -0.835937500, 0.000000)
  max r2.xyz, r2.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
  mad r1.xyz, -r1.xyzx, l(18.687500, 18.687500, 18.687500, 0.000000), l(18.851562, 18.851562, 18.851562, 0.000000)
  div r1.xyz, r2.xyzx, r1.xyzx
  log r1.xyz, r1.xyzx
  mul r1.xyz, r1.xyzx, l(6.277395, 6.277395, 6.277395, 0.000000)
  exp r1.xyz, r1.xyzx
  mul r1.xyz, r1.xyzx, l(10000.000000, 10000.000000, 10000.000000, 0.000000)
  div r1.xyz, r1.xyzx, cb0[64].wwww
  max r1.xyz, r1.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
  mul r2.xyz, r1.xyzx, l(12.920000, 12.920000, 12.920000, 0.000000)
  max r1.xyz, r1.xyzx, l(0.00313066994, 0.00313066994, 0.00313066994, 0.000000)
  log r1.xyz, r1.xyzx
  mul r1.xyz, r1.xyzx, l(0.416666657, 0.416666657, 0.416666657, 0.000000)
  exp r1.xyz, r1.xyzx
  mad r1.xyz, r1.xyzx, l(1.055000, 1.055000, 1.055000, 0.000000), l(-0.055000, -0.055000, -0.055000, 0.000000)
  min o0.xyz, r1.xyzx, r2.xyzx
else
  mov o0.xyz, r0.xyzx
endif
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
